(Lady Luck, the Lady Who Smiles, Our Shining Lady, Tyche's Fair-Haired Daughter)
Intermediate Power of Olympus, CG
PORTFOLIO: Good fortune, skill, victory, adventurers and adventuring
ALIASES: None
DOMAIN NAME: Olympus/Brightwater
SUPERIOR: None
ALLIES: Lathander, Selûne, Shaundakul
FOES: Beshaba, Bane (now dead), Moander (now dead)
SYMBOL: A shining, featureless disk of silver
WOR. ALIGN.: Any
Tymora (Tie-MORE-ah) is sometimes called Tyche's fair-haired or fair-tressed daughter or Beshaba's bright sister, but these are more poetic titles than designations of her maternal lineage or her hair color. In actuality, Tymora is half of the deity once known as Tyche, with Beshaba being the other half. Tymora inherited Tyche's grace and kindness when that goddess split into two beings in the Dawn Cataclysm, a war among the gods that preceded the Time of Troubles and is said to have heralded the fall of Myth Drannor. Besheba garnered more of Tyche's wanton, willful nature, sensual side, and restless energy.
Tymora's faith is one of the most common in Faerûn, in particular since it caters most heavily to a highly mobile, relatively wealthy, and intrinsically powerful group who live by their wits and by their luck: adventurers. Tymora is fickle and playful and never vengeful or malicious. She likes a good joke and has been known to play an occasional practical joke on some of the more straight-faced Facuinian deities, such as Helm and Tyr. She is reputed by sages to have had short-lived romances with several of the good male deities of Faerûn, but these ended amicably on both sides after a short while. She likes merriment and festive occasions and rumors abound at gaming houses throughout Faerûn of people who spotted her at the tables during one holiday or another, laughing and having a good time with all.
Tymora's Avatar
Tymora rarely walks Faerûn in avatar form, but when she does appear, her looks vary. During the Time of Troubles, she appeared as a boyish, crafty-faced, brunette tomboy. Since appearing in the Lady's House in Arabel during the Godswar, she has preferred the form of a tall, thin, graceful woman, with long, flowing, unbound, platinum blond hair and eyes like blue-black stars in a kind and regal face. Her voice is musical and never rises or becomes harsh. She draws her spells from any school or sphere, but when a spell is reversible, if one of the two forms has a beneficial or healing effect, Tymora can only cast that form of the spell.
AC -4; MV 15, Fl 24; HP 193; THAC0 0; #AT 5/2
Dmg 1d8+6 (silver long sword +3, +1 STR< +2 spec. bonus in long sword)
MR 70%; SZ L (10 feet)
STR 16, DEX 25, CON 20, INT 23, WIS 22, CHA 18
Spells P: 13/13/13/12/11/9/8, W: 6/6/6/6/6/6/6/6/6
Saves PPDM 2, RSW 3, PP 5, BW 4, Sp 4
Special Att/Def: Tymora arms herself with a blade of silver that flows as a silver tear from her eye and then shapes itself into a long sword +3 in midair when she so desires. One the rare occasions that she lends one of her swords to a mortal who is performing her a service or undertaking a great quest in her name, the sword functions as a sword +1, luck blade with no more than three wishes. It disappears when the last wish is used or when the undertaking is successfully accomplished.
Tymora never misses a saving throw and spells cast upon her or with her in their area of effect automatically do minimum damage. Once a round, she can either make herself automatically strike for maximum damage or have one of her spells do maximum damage, last for maximum duration, and affect the maximum number of targets. Her voice can carry a hundred miles or more when she wishes. Within 100 yards of her avatar, all games of chance are won by ridiculously improbably combinations of scoring or against enormous odds, any accidents that happen turn out to have been fortuitous occurrences after all, and beings of her faith receive a +1 bonus on all saving throws and a +5% magic resistance (or % bonus to any magic resistance they may already have).
Tymora is immune to all illusions, charm spells and spell-like effects, and powers that would dominate her mind or control her will or emotions. She is also immune to all priest spells from the spheres of numbers, thought, chaos, law, and time and all wild magic wizard spells, which when cast in her presence she is automatically able to twist to having wild surges with beneficial or healing effects on her or her allies and no beneficial effects on or for the caster whatsoever.
Other Manifestations
When manifesting on Faerûn, Tymora often takes the form of a silver bird or a silver pegasus. She also sends servant creatures to aid mortals in these shapes, as well as those of einheriar, faerie dragons, foo lions, swanmays, and unicorns. When showing her favor for a particularly blessed gambler, she has sometimes been known to manifest as a silver glow about a gambler that is evident only to that person and not those around him or her. When this happens, something favorable will happen in regard to the wager, whether it is the wagerer being more likely to win or even the bets being forced to be called off, in cases where the bet was rigged by the opposition.
The Church
CLERGY: Clerics, specialty priests, mystics
CLERGY'S ALIGN.: N, CN, NG, CG
TURN UNDEAD: C: Yes, SP: Yes, Mys: No
CMND. UNDEAD: C: No, SP: No, Mys: No
All clerics, speciality priestsm, and mystics of Tymora receive religion (Faerûnian) as a bonus nonweapon proficiency.
Tymora is an extremely popular goddess among adventurers, and her temples may he found wherever there is a strong adventuring population. Lady Luck is beloved by those who live and work in danger, for she rewards the faithful and others who live in the manner she deems proper—daring all and trusting to chance—with her favor: good luck. The Lady's ways may seem fickle to the uninitiated or nonbelievers, for by her very nature the support she gives is uncertain in all particulars. "The joy of the doubt and the danger," also known as the Lady's Joy and the Lady's Way, is that which is most dear to her true followers. Many pay her lop service in times of need: her answers then seem truly random, for the Lady helps those who help themselves.
Tymora's priests are the first choice of a badly wounded adventuring party dragging itself into town, and as a result, the church is relatively wealthy. With that wealth comes a strong independent streak among the different churches of Tymora. Each Tymoran temple is its own independent operation with it's own clergy, and each temple reflects the tastes of its high priestess or priest. A large network of shrines and temple to Lady Luck has spread throughout the heartlands of Faerûn. While the shining, featureless disk that is Tymora's symbol most often marks these houses of worship as belonging to the Lady Who Smiles, in some temples, Tymora's symbol is represented as a floating, randomly and slowly turning sphere of everbright silver.
In the face of the independent tradition of the organized Tymoran faith has come an attempt in the recent past to unify the church under a grand patriarch in the manner of the oid faith of Oghma. Leading this suggestion is Daramos Lauthyr, High Priest of the Lady's House in Arabel. It was in Lauthyr's temple where Tymora manifested during the Time of Troubles, and she remained there, protecting the city with her power, during the worst of that time. The other churches have been extremely resistant to proclaiming the Arabellan church the center of Tymoran faith.
Both sexes and all races are equal in the eyes of Tymora and her clergy, though in practice human women occupy most of the more exalted ranks of the priesthood. Of the nonhuman races, a few elves and half-elves have decided to become Tymoran clergy even in the face of the chilly reception such a calling receives in elven society. Mystics of Tymora serve both within temple ranks and as itinerant servants of the goddess who report to none but her (though Daramos would like to change this).
The Fateful Coin
Old tales tell that luck plays a crucial role in each person's life. When each new-born baby enters into the Realms, Tymora flips a coin formed from the remnants of the original goddess of luck, Tyche. Beshaba calls it in the air—the moon (heads) or the cloak (tails). If Beshaba is right, that person is cursed with misfortune for the rest of his or her days. If she's wrong, Lady Luck smiles on that child for the rest of his or her life. For some rare beings, the coin lands edge on—and these luckless few can forge their own fates, for they have more freedom over their destinies than the powers themselves.
Among the followers of Tymora titles are used and changed with ease and informality, but "Lord Priest" and "Lady Priestess" are respectful titles of address that apply to all, and "High" is added in front of this for clergy senior in years or in demonstrated power, who are referred to as "the High." A "favored of Tymora" is a being chosen by the goddess to enter her clergy. A "fallen of Tymora" is one who has left her service and spurned chances for atonement and forgiveness. An "Atalara" is a priestess of Tymora whose body has at some time or other been directly possessed by the goddess so as to act and speak for her, which usually changes all body hair to a deep blue, and the pupils of the eyes to bright silver.
Dogma: Tymora's faith teaches that one should be bold, for to dare is to live. The battle cry of the followers of Tymora is "Fortune favors the bold." A brave heart and willingness to take risks beat out a carefully wrought plan nine times out of ten. One must place oneself in the hands of fate (meaning in the hands of Tymora) and trust to one's own luck.
Tymoran clergy are told that the Lady's own luck never fails. If she appears to mortals as a victim of mischance or misfortune, she is doubtless causing this state of affairs as a deliberate test. Clergy members should know this, but not speak of it to those not in the Lady's service. Priests of Tymora should bear and conduct themselves as their own masters, showing their good fortune—and acceptance of bad fortune—as a confidence in the Lady and in themselves. Lady Luck bids that each mortal chase his or her own unique goals, and it is in this chase that the Lady aids. Those who have no direction or goals soon know the embrace of the Lady's dark sister, Beshaba, for those on no set course are at the capricious mercy of misfortune, which is no mercy at all.
Day to Day Activities: The clergy of the Lady go throughout Faerûn urging folk to take chances and pursue their dreams, and not spend all their days planning and daring nothing. (They do not, as some folk say, encourage folk to indulge in reckless whims and frivolity.) Having offered such counsel, Tymoran clergy are duty bound to aid those who have dared with healing spells and other magical aid (sometimes surreptitiously) so as to reinforce the message of the good fortune one can win by trusting in Tymora.
Holy Days/lmportant Ceremonies: The church of Tymora has no set rituals, and cermoanies and duties vary widely from temple to temple—but the clergy headed by Daramos Lauthyr of Arabel seem to be steadily organizing and imposing order on the previously freewheeling priesthood of the goddess.
Whatever their differences throughout the years, the clergy ot Tymora have always adhered to rituals of greeting, touching their silver disks (the holy symbols of Tymora) to each other (and often embracing to do so) after watchwords of recognition have been exchanged. To unknown persons and beings they know to be worshipers of Tymora, but possibly laity, they say: "Life is short. Live it as Tymora means it to be lived!" This is answered by: "Dare all, and trust in the Lady." The watchwords between friends, or when both parties know each other to be clergy of Tymora, are simpler: "Defy" answered by "Dare much."
Midsummer is the most important festival of Tymora—a wild, nightlong revel of reckless, mischievous derring-do and romantic trysts. It is a time for the wandering clergy to gather and meet with Harpers, thosc of allied faiths, and relatives. Many missions and plans are laid at such times.
The most holy festival of Tymora is Starfall, which occurs on the 22nd day of Marpenoth which is believed by the followers of Tymora—though not by the rival clergy of Beshaba—to be the date of Tyche's destruction and Tymora's birth. On this date, clergy who have earned advancement are formally acclaimed and presented with tokens and vestments appropriate to their new station.
Major Centers of Worship: During the Time of Troubles, Tymora's earthly avatar appeared in Arabel (after her furious, drawn battle with Beshaba) and stayed in her temple there, which created a great sensation in Cormyr. The fact that Arabel was spared most of the destruction visited on Waterdeep, Tantras, and other cities during the Godswar was taken as a boon from the goddess herself. With the end of the Godswar a thick fog covered Arabel, and when it lifted, the goddess had gone with it.
High Priest Daramos Lauthyr now leads a growing Assembly of the Faithful at the Lady's House, the temple of Tymora in Arabel. Daramos is attempting to codify and record a set of rules for the clergy, using his influence as the head of the temple Tymora dwelt in during the Time of Troubles. The rest of the Tymoran clergy are strongly resisting any such restrictive regimen. Most agree to the wisdom and preeminent rank of Daramos, but not to a written set of laws. The are also strongly resisting Daramos's claims that the seat of the Tymoran faith ought to be the Lady's House and it's leader should head the church.
Affiliated Orders: The church of Tymora has a continuing relationship with the Harpers, a secret society working for good through Faerûn and involving members of many races, classes and other faiths. The church sponsors some adventuring companies, and countless adventuring groups have independantly dedicated themselves to Lady Luck after she has smiled on them in a sticky sityation. A special fellowship of clergy within the church itself, the Fellows of Free Fate (or Triffs, as they are colloquially known), have dedicated themselves to countering the efforts of Beshaba, and especially of the Black Fingers, her assassins. Any clergy member may join who shows experience, dedication to the cause, and is vouched for by a senior Fellow.
Priestly Vestments: The standard clerical dress varies from temple to temple, ranging from full habits and headpieces in Arabel to simple robes in Shadowdale. Blue and silver are colors often seen. Personal taste of the matriarch or patriarch influences the dress code, as does climate (natural and political) and availability of fine clothing. The common item worn by all clergy is the disk of Tymora, usually carried on a small chain.
Adventuring Garb: All adventurering or traveling clergy members wear whatever garments they please, though the colors blue and silver are still predominant. High boots also seem favorite fashion elements. All priests continue to wear Tymora's silver disk next to theur skin, usually as a medallion around the neck; however, many clergy also wear smaller holy symbols as anklets, bracelets, or at their hips, under their clothing.
Speciality Priests (Luckbringers)
REQUIREMENTS: Dexterity 14, Wisdom 15
PRIME REQ.: Dexterity, Wisdom
ALIGNMENT: CG
WEAPONS: All bludgeoning (wholly Type B) weapons
ARMOR: Any
MAJOR SPHERES: All, chaos, charm, creation, divination, healing, necromantic, protection, summoning,
travelers
MINOR SPHERES: Guardian, sun, wards, weather
MAGICAL ITEMS: Same as clerics
REQ. PROFS: None
BONUS PROFS: Gaming
Alternatively, through the use of this ability, they may obtain a saving throw of 15 for such harmful effects that do not normally allow saving throws. Success indicates half damage if the effect generates damage, and negation of the effect if it does not; if the effect generates damage and special effects (such as 6d6 points of damage and paralyzation), the damage is halved and the special effects negated. Note that in the main, this allows for saving throws against spells, magical item effects, and spell-like abilities that do not normally allow saving throws. However, it can also be used to give the luckbringer a saving throw vs. the life-draining effect of one successful attack of a life-draining creature. If successful, no life drain occurs.
2nd Level
Favor of Tymora (Abjuration)
Sphere: Protection
Range: Touch
Components: V, S
Duration: Special
Casting Time: 5
Area of Effect: One living creature
Saving Throw: None
This spell (also known as "Tymora's Smile") confers a protection from a single living recipient creature that cannot be ended by dispel magic or other magical effects. It lasts until the death of the recipient creature or until its power is exhausted by use. The church of Beshaha employs a reversed form of this spell known as the bane of Beshaha. The spells favor of Tymora and bane of Beshaba automatically cancel each other out if cast on the same creature, regardless of how many saving throws the first spell to be cast has affected.
A priest of Tymora must physically touch the spell recipient with a bare hand to cast this spell, requiring a successful attack roll if the recipient is in battle or unwilling. The favor of Tymora confers bonuses upon the saving throws of the recipient it affects. The first saving throw made by the recipient after the spell is successfully cast is made at a +4 bonus, even if it takes place later in the same round as the spell took effect. The second saving throw after the spell takes effect is at a +3 bonus, the next at a +2 bonus and the following one at a +1 bonus. After the four enhanced saving throws occur, the magic is exhausted.
Tymora does not allow her favor to be granted to the same creature more than once in any day unless there are exceptional circumstances, such as a character championing Tymora's cause in open battle. Any attempt to cast Tymora's favor more than once a day on a non worshiper of Tymora automatically fails.
Creatures faithful to Tymora are looked on with with disfavor if they request the bestowal of a favor of Tymora more than twice in any tenday; to rely directly on the goddess is not to trust in her luck. This includes priests of Tymora, who may have to atone for any use of this spell om themselves that exceeds this rate.
4th Level
Feat (Alteration)
Sphere: All
Range: Touch
Components: V, S
Duration: Special
Casting Time: 7
Area of Effect: One touched creature
Saving Throw: None
This spell allows the caster or another touched recipient being to successfully carry out one extremely difficult action or single-step task—in other words, any necessary ability checks and those proficiency checks not involving protracted activity (such as say, constructing a suit of armor) automatically succeed. The magic does not perform the activity for the being and does not protect the being from any risk or damage associated with the task, but merely guarantees that the specified thing to he done will be carried out. Even if the spell recipient dies in the attempt, his or her body will complete the action. Typical feats include swinging or leaping through a small specific window or opening, catching a small thrown object, falling into a stream or hole or other particular location, firing an arrow through a keyhole, and such. The act must he performed on the round following the casting of the feat for the magic to work; otherwise, the magic is wasted and lost.
6th Level
Luckbolt (Conjuration/Summoning, Evocation)
Sphere: Combat, Protection
Range: 10 yards/level
Components:V, S
Duration: 4 rounds
Casting Time: 9
Area of Effect: One being
Saving Throw: None
This spell can he used by the caster directly or fired at a chosen creature as a silvery-hlue bolt that cannot miss and can follow around corners, through teleports and the like, and so on to any location on the same plane. If the recipient being is not the caster, the recipient must be viewed by the caster, either directly or through some means of scrying, as the luckholt is cast. If a priest casts luckbolt on himself or herself, it surrounds the priest with a silvery-blue aura for I round. In addition, luckbolt affects the spell recipient as follows:
On the round after contact, the affected being automatically strikes for maximum damage plus 1d10 points in all attacks it launches that successfully hit, and the spell recipient is successful in all ability checks, proficiency checks that can be completed in a round, and saving throws.
On the second round, the affected being receives a +6 bonus on all attack rolls and deals maximum damage plus 1d8 points. The spell recipient also receives a +4 bonus to all saving throws, proficiency checks that can be completed in a round, and ability checks.
On the third round, the affected being receives a +3 bonus on all attack rolls, a 1d6 bonus on all damage done, and receives a +2 bonus to all saving throws, prohciency checks that can be completed in a round, and ability checks.
On the fourth round, the affected being receives a +2 bonus on all attack rolls, a 1d4 bonus on all damage done, and a +1 bonus to all saving throws, proficiency checks that can be completed in a round, and ability checks.
It is considered a sin for a priest of Tymora the use a luckbolt as a personal aid when companions—particularly other worshipers of Tymora—are in greater danger.
Spells by Level
Entries in italics are reversible.
Entries in bold are unique spells usable only by Tymorans.
Entries in gray have already appeared in the list.
Entries followed by an asterix (*) are cooperative spells.
Sphere names in gray are minor spheres of influence.
|
|
|
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|